Training Stream - Extending the Editor - Jan. 20th, 2015

Hey,

I’m looking to create a custom game-specific editor for conversations. Something very similar to the Behavior Tree editor would be ideal for this, a ‘‘vertical’’ graph with only a few specific node types so the dialogue writers don’t have to deal with the complexity of full blueprint, and the ability to annotate nodes with little conditions.

I’ve already watched the entire stream and specifically wrote down your answer to one of the questions near the end concerning custom graph types, where you mentioned some of the things that would be required (base subclass of UEdGraphNode, GraphSchema, etc.). However… even knowing this, looking at the Behavior Tree Editor code as an example, it’s a pretty massive amount of code to just dive straight into.

How would you recommend to deal with this? I was just thinking of starting with the code in BehaviorTreeEditorModule (which basically seems to be the ‘‘entry point’’ into the entire system), and copy/paste pieces of code and change ‘‘BehaviorTree’’ to ‘‘Conversation’’ everywhere, but I’m not sure how feasible this approach is. Would you be able to recommend something better, or would this be the best way to go?